In order:
Tinariwen is the Tuareg word for true desert, and the endlessness desert holds a particular place in the pre-Islamic animist traditions of the Tuareg. If you want,
Cross of Agadez probably fits as well; it's a type of cross that features the four cardinal directions and they're sacred items to the Tuareg. It might work, idk.
Imouhar is also an option, which is how the Tuareg refer to themselves: "the free people".
That'd be... because I spelled it wrong. Whoops. The IM
AJAGHAN (note the additional A, which somehow escaped) are the ruling caste of a Tuareg tel, and they're the ones who organize local defences and protect the caravans.
This is the article I used. I remain an idiot. =]
The reason I did it as the inadan rather than a specific building was that the Tuareg have this really weird cultural hangup regarding iron. They don't touch it.
Ever. The inadan caste, however, is entirely made up of non-Tuaregs, and therefore doesn't have that particular bit of cultural weirdness. It fits, and I thought it'd be interesting. I said in the post that my thoughts for this Civ was the noblemen of the deserts surging forward with the strength and will of their people behind them, made with the weapons of a caste that they thought were literally wizards.
However, I get that it could be a little bland as a UB. I personally think it's quite interesting, but then I like things that emphasize buildings that you generally don't build (of which Forges and Mints are king) without a damn good reason. How about this:
UB:
Aghrem (replaces Caravansary)
+50% Land Trade Route range. +2
Gold per Land Trade Route to another Major Civilization. Units trained in a City with a Taghlamt gain a unique Promotion based on the predominant Luxury Resource in range of the City (e.g. which Luxury you have the most of in range of that City). If the City has the same amount of two or more Luxuries in its range, then the promotion is selected at random.
List of Promotions:-
Cotton: Heals +1 additional HP for each enemy unit it has killed.
Spices: Generates +2
Culture per turn when Garrisoned in a City with an International Trade Route.
Sugar: Heals +5 HP per turn in your territory, and +10 HP per turn when Garrisoned in a City.
Furs: Double
Movement and +10%
Combat Bonus on Tundra and Snow Tiles.
Ivory: Gains +25%
Combat Bonus against Mounted Units.
Silk: Generates
Gold per kill.
Dyes: Generates a flat boost of
Culture when pillaging enemy Tiles.
Incense: Generates +1
Faith per turn when Fortified.
Wine: +25%
Combat Bonus when attacking, -15%
Combat Penalty when defending.
Copper: When Garrisoned in a City, Mines on Luxury Resources generate +1
Production.
Gold: Generates
Golden Age points equal to the unit's
Combat Strength or
Ranged Combat Strength every time it levels up.
Silver: Generates
Faith per kill.
Marble: When the unit is Garrisoned in a City, Specialists in that City generate -25%
Unhappiness.
Pearls: +25%
Great Person generation rate when Garrisoned in a City on a River.
Crab: Generates +2
Food when Garrisoned in a Coastal City.
Salt: Costs no
Maintenance.
Whales: Receives no Combat Penalties while Embarked.
Citrus: Generates +1
Culture from Plantations when Garrisoned in a City.
Cocoa: When Garrisoned in a City, Luxuries generate +1
Faith
Truffles: Double movement and +10%
Combat Bonus in Forest and Jungle Tiles.
Gems: +5%
Combat Bonus per copy of Gems exported.
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How's that? I know it's a bit similar to the Kris, but it's still interesting. I think. =]